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暴雪提供的“黑哨”竞技场中增加buff
2013-06-28 13:05:18 作者:暴雪 来源: 浏览次数:0
摘要:暴雪提供的“黑哨”竞技场中增加buff
 For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
 
Team with the largest number of players alive.
Team that brought an enemy player closest to death (lowest health).
 
渣翻译:
对于一场进行时间超过15分钟的竞技场比赛,其中一支队伍会收到一个buff“观众选择了你”,增加伤害、暴击几率、潜行侦察,并且减少受到的伤害。这个buff的获得需要以下条件:
1. 队伍拥有场上最多的存活队员数量;
2. 队伍让敌对方某一成员最接近死亡(最低生命)(译者注:即全场生命最低者出现在对方队伍)
 
PS:看到“The Crowd Chose You”我最想说的翻译是“克劳德选择了你”,笑~
 
对于玩家“暴雪你是要扼杀我们2打3的希望么?(在第三人掉线的情况下)”的疑问,暴雪蓝贴回复:
This is the important thing to remember here, I think. The number of matches that actually go past 15 minutes is incredibly small -- less than half a percent. Realistically, very few players will probably ever see "The Crowd Chose You" come into play at all.
 
However, the games that do last that long typically fall into the category that Ugluc mentioned: one team clearly has no chance of winning, but the other team is having trouble closing the deal. The current system (ending in a draw) essentially means that everyone loses. In those extremely rare cases, we'd rather award the win to the team that got closest to victory.
 
That said, we're also trying to avoid doing anything that would change how you play a normal match. This is actually why we don't like the idea of a debuff with a ramp-up time: it becomes something that certain teams will want to strategize around. We recognize that there are concerns with abilities such as Ice Block, Guardian Spirit, and so on. We share those concerns and want to avoid changing how you use those abilities as much as possible.
 
Remember, this is the PTR. "Test" is quite literally its middle name. Things can easily change before the patch goes live. However, we do feel that this system, whatever final form it takes, will be a large improvement over the current "everyone loses" scenario.
 
渣翻译:
要记住很重要的一点,在实际战斗中,能超过15分钟的比赛少得让人难以置信,甚至小于0.5%。事实上,很少有人能够真的在比赛中获得这个buff。
但是,现在的比赛很有可能出现一种情况:一方的队伍很明显没有获胜的可能,而另一方也很难彻底击杀对方。而现在的制度(双方平局)意味着双方都失败了。我们认为与其这样,不如让更接近胜利的一方获得胜利。
也就是说,我们同样在努力避免改变玩家正常游戏的方式。这也是为什么我们不喜欢加上一个根据时间叠层的debuff:这会使得一些队伍制定特殊的战略。我们发现这样做会影响一些技能的使用,如冰箱、守护之魂等等。我们不希望任何我们的改动会影响你们对这些技能使用的次数(译者注:大概意思就是说不希望玩家会顾虑debuff叠加以后的伤害问题而在初期舍不得用大技能来减伤)。
记住,现在是测试服阶段。“测试”的的确确是他的名字。任何事情都可能在正式安装之前改变。当然,我们也希望这个系统,无论最后是什么方式实施,会改善当前“所有人失败”的场景。 
 
PS:最好的改动就是22里带奶队只能遇到带奶队,坦克队只能遇到坦克队。至于33,33里能打出双扣的情况少之又少。他这个改动几乎不会对33产生正面影响,只可能产生负面影响,这个改动的结果目测会更有利于二奶队。这对22来说只会造成更大的不平衡,虽然22本身就是非常就是非常不平衡。。。某些极品变态队伍,打一波把对手压到残血,然后无限绕柱子等赢,对于手法操作以及钢管舞水平不过硬的新手来说几乎是无解的无赖战术。 


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